You’re a booster!
Joint Effort Feat 9
Shirren
Prerequisite Communalism
You can use your Communalism ability three times per day.
Thoughts?
You’re a booster!
Shirren
Prerequisite Communalism
You can use your Communalism ability three times per day.
Thoughts?
When I stab you, I’ll stare you right in the eyes!
General Skill Flourish
Prerequisite legendary in Stealth
You hurt people up close and personal. You can perform feint as a free action.
Thoughts?
If it won’t be punched through, we can always start it on fire!
Ammunition Item Level Price Magazine Bulk
Commercial 1 15 10
Incendiary Ammo: Incendiary Ammo is used in place of projectile ammo. The weapon does exactly the same damage except the type changes to fire.
Thoughts?
Can’t catch me
General Skill
Prerequisite Legendary in Stealth
It’s hard to even notice when you move. When perform a stride action, the first five foot space you move through does not provoke reactions. Later movement squares that you pass through can provoke reactions of that same stride action.
Thoughts?
Product– The Magnus Archives Roleplaying Game
System- Cypher System
Producer– Monte Cook Games
Price– $24.99 here https://www.drivethrurpg.com/en/product/498597/the-magnus-archives-roleplaying-game?affiliate_id=658618
TL; DR-Run for your lives cypher system horror! 100%

Basics– Begin your statement…. This is the full RPG for the Magnus Archives. This has rules for the cypher system, how to make characters, character options, monsters, two adventures, and a full introduction to the Magnus Archives.
System et al- Cypher system is VERY agnostic for where you put it in. It’s always only the player rolling, and how hard a thing is, is its rating. Players have abilities and can spend points to reduce the ratings of any challenge. Players then roll a d20 and need to hit the rating times 3. Failure isn’t instant death, but does have consequences. Doesn’t matter if it’s Numenera, fantasy, or horror like the Magnus Archives.
Cyphers- Cyphers are one time things that give you awesome powers. In the original system, they were items from a long time ago that might be one time cool tricks, like a cell phone that will let you call five minutes into the future to give yourself a heads up on what problems you’re going to face. Here, cyphers are one time abilities. You rest up and you get these back. I don’t hate the change, but it was surprising the first time I saw it.
Mechanics or Crunch– This is what I wanted! This book has rules for the whole system. One shocking thing is how powered the monsters are! Most monsters start at a challenge of 5. That means a character must roll a 15 if they want to hurt them. This goes with the theme, but the game says that you need to RUN when bad things happen. You’re just a dude and that zombie will eat you. But, that ties the theme well into the story. Also, most characters are not crazy psychic monsters like the X-men. You might get some psychic powers later, but for the most part, it’s hitting that zombie with a baseball bat or shooting horrors with a .45 to make them go away. And I enjoy it! 5/5
Theme or Fluff– Theme is strong here as well. Like I mentioned in mechanics, you don’t want too many straight up fights. This isn’t pulp stories or superhero comics. You’re gonna die! And that’s horror. The feeling that that thing in the dark is not just Generic Monster 4 for you to mop up for XP before the pizza arrives is very strong in this book. The mechanics and the theme drive you to feel the dread your character experiences. 5/5
Execution– Monte Cook Games does solid work in production. The book reads easily, has solid art, and is well laid out. Overall it’s just a well done book. I said this last time and I’ll say all the same things again. The one minor issue is this book has two adventures but no premade characters. But I will give it a pass as the free player book has four premade characters in it. 5/5
Summary– This is a good book, but you have to decide what you want. If you want more modern horror, then this is a solid book with great mechanics and a whole podcast behind it. If you want to punch Cthulhu in his tentically face, then this is not the game for you. Also, the podcast is well done but technically over. That’s not bad, as you get a complete story, but might drive some players away. If you like the cypher system and want horror, then this is your game. 100%
They’ll never notice…
General Skill Flourish
Prerequisite expert in Stealth
If you can take stuff without notice, why not put stuff without notice? As a free action you can swap a held item or drawn an item and this action does not have the manipulate trait.
Thoughts?
Power up!
Android
Frequency Once per hour
WHY WOULD YOU HIT SOMETHING POWERED BY ELECTRICITY WITH LIGHTNING?! When you are dealt electricity damage, you can instead be dealt no damage and gain one additional action on your next turn.
Thoughts?
Leg move no matter what!
General Skill
Prerequisites Master in Stealth
Frequency Once per day
You have to be graceful if you are quite. You can use Stealth checks in place of Acrobatics when making checks. You do not count as being trained or better in Acrobatics however.
Thoughts?
MIND MAGIC!
| Vampiric Psychic Powers | ||||
| Level: 1 | Range personal | Duration: varies | Casting time: 1 action | Save: none |
| General | You use the powers granted by undeath for your mind | |||
| Manifestation | roll 1d4: (1) You touch your temple and focus your mind (2) Your eyes glow and powers happen (3) You flow with a fell purple light as you flex your powers (4)Things just happen! | |||
| 1 | failure, power may not be used again today | |||
| 2-11 | failure | |||
| 12-13 | You gain the ability to mentally lift 1d4 pounds of materials | |||
| 14-17 | You gain the ability to mentally lift 2d4 pounds of materials or project your thoughts to any creature within 30 feet | |||
| 18-19 | You gain the ability to mentally lift 2d6 pounds of materials or project your thoughts to as many creatures as you want within 60 feet | |||
| 20-23 | You gain the ability to mentally lift 3d6 pounds of materials, you can read the thoughts of any creature with in 30 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 60 feet | |||
| 24-27 | You gain the ability to mentally lift 3d8 pounds of materials, you can read the thoughts of any creature with in 30 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 100 feet | |||
| 28-29 | You gain the ability to mentally lift 3d8 pounds of materials, you can read the thoughts of any creature with in 30 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 1000 feet | |||
| 30-31 | You gain the ability to mentally lift 4d8 pounds of materials, you can read the thoughts of any creature with in 60 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 1 mile | |||
| 32+ | You gain the ability to mentally lift 4d10 pounds of materials, you can read the thoughts of any creature with in 1000 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 1 mile | |||
Thoughts?